#version 450 #ifdef GL_ES precision mediump float; #endif uniform sampler2D tex; uniform vec2 screenSizeInv; in vec2 texCoord; out vec4 fragColor; void main() { const float FXAA_REDUCE_MIN = 1.0 / 128.0; const float FXAA_REDUCE_MUL = 1.0 / 8.0; const float FXAA_SPAN_MAX = 8.0; vec2 tcrgbNW = (texCoord + vec2(-1.0, -1.0) * screenSizeInv); vec2 tcrgbNE = (texCoord + vec2(1.0, -1.0) * screenSizeInv); vec2 tcrgbSW = (texCoord + vec2(-1.0, 1.0) * screenSizeInv); vec2 tcrgbSE = (texCoord + vec2(1.0, 1.0) * screenSizeInv); vec2 tcrgbM = vec2(texCoord); vec3 rgbNW = texture(tex, tcrgbNW).rgb; vec3 rgbNE = texture(tex, tcrgbNE).rgb; vec3 rgbSW = texture(tex, tcrgbSW).rgb; vec3 rgbSE = texture(tex, tcrgbSE).rgb; vec4 texColor = texture(tex, tcrgbM); vec3 rgbM = texColor.rgb; vec3 luma = vec3(0.299, 0.587, 0.114); float lumaNW = dot(rgbNW, luma); float lumaNE = dot(rgbNE, luma); float lumaSW = dot(rgbSW, luma); float lumaSE = dot(rgbSE, luma); float lumaM = dot(rgbM, luma); float lumaMin = min(lumaM, min(min(lumaNW, lumaNE), min(lumaSW, lumaSE))); float lumaMax = max(lumaM, max(max(lumaNW, lumaNE), max(lumaSW, lumaSE))); vec2 dir; dir.x = -((lumaNW + lumaNE) - (lumaSW + lumaSE)); dir.y = ((lumaNW + lumaSW) - (lumaNE + lumaSE)); float dirReduce = max((lumaNW + lumaNE + lumaSW + lumaSE) * (0.25 * FXAA_REDUCE_MUL), FXAA_REDUCE_MIN); float rcpDirMin = 1.0 / (min(abs(dir.x), abs(dir.y)) + dirReduce); dir = min(vec2(FXAA_SPAN_MAX, FXAA_SPAN_MAX), max(vec2(-FXAA_SPAN_MAX, -FXAA_SPAN_MAX), dir * rcpDirMin)) * screenSizeInv; vec3 rgbA = 0.5 * ( texture(tex, texCoord + dir * (1.0 / 3.0 - 0.5)).rgb + texture(tex, texCoord + dir * (2.0 / 3.0 - 0.5)).rgb); vec3 rgbB = rgbA * 0.5 + 0.25 * ( texture(tex, texCoord + dir * -0.5).rgb + texture(tex, texCoord + dir * 0.5).rgb); float lumaB = dot(rgbB, luma); if ((lumaB < lumaMin) || (lumaB > lumaMax)) fragColor = vec4(rgbA, texColor.a); else fragColor = vec4(rgbB, texColor.a); }